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Resisting the Siren's song


Nanite
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Apples to pineapples but they're still way under Infinity prices.

 

I do wish they would throw us a frikin' bone and have a sale every once in a while. And I don't mean "Buy $500 worth of minis and get one free!"

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Actually, the 5th edition army deals they have on pre-order right aren't so bad. I'm pretty sure everything except the tanks in the Eldar one is basically free. $55 or something like that below retail.

 

If I were inclined to get it (which I'm not -- I have at least six unpainted falcons and/or wave serpents and/or fire prisms anyway) I'd be able to get it for less than $200 because of the FLGS pre-order discount.

 

On an Ironic note, I am enjoying that the 2000 point space marine deal is almost $200 more than the 1500 point Eldar deal. Especially since most of that 500 extra points can be attributed to a squad of terminators and their land raider.

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I don't know if this warrants it's own thread or not, but over at TMP and in other various places I see Rogue Trader being spoken of with reverence reserved for religious cult leaders. I didn't get into gaming until 40k was in 3rd Ed and no too long before 4th was released. What was so great about Rogue Trader? Is it purely nostalgia? Do the rules still stand on their own compared to more recent non-40k rulesets? Or is it another case of the "old guard" at TMP being resistant to change and professing that the original was the best and anything else was a grab at our wallets.

 

Wow. I go away for a week and this thread explodes! ::D:

 

I started with RT way back.... sigh.

 

I think that part of the appeal of the initial rules is certainly nostalgia. However, partly this is also because the focus was different. There was a lot of randomness in the rules, rolling on tables for your weapons, etc and this lead to wildly unbalanced games, but a lot of fun.

 

For me, however, there is more. RT was a good game because it was written as a skirmish rules set and played as a skirmish rules set. Later 40K rules are written as skirmish rules sets, but played on a much larger field, and the cracks are showing.

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I don't know if this warrants it's own thread or not, but over at TMP and in other various places I see Rogue Trader being spoken of with reverence reserved for religious cult leaders. I didn't get into gaming until 40k was in 3rd Ed and no too long before 4th was released. What was so great about Rogue Trader? Is it purely nostalgia? Do the rules still stand on their own compared to more recent non-40k rulesets? Or is it another case of the "old guard" at TMP being resistant to change and professing that the original was the best and anything else was a grab at our wallets.

 

Wow. I go away for a week and this thread explodes! ::D:

 

I started with RT way back.... sigh.

 

I think that part of the appeal of the initial rules is certainly nostalgia. However, partly this is also because the focus was different. There was a lot of randomness in the rules, rolling on tables for your weapons, etc and this lead to wildly unbalanced games, but a lot of fun.

 

For me, however, there is more. RT was a good game because it was written as a skirmish rules set and played as a skirmish rules set. Later 40K rules are written as skirmish rules sets, but played on a much larger field, and the cracks are showing.

 

I hate to bring up Mongoose, but the rumor was that Andy Chamber's Starship Troopers rules were what he wanted for 40k 4th edition. It makes some sense. The basic rules are much more focused on large battles, and it handled piles of troops well.

 

On another note, how come there's no Bucket o' army men Guard Deal in all the Apocalypso stuff?

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If I can just stick my nose in on price: it's not the cost of grunts, or of characters that keeps me out of 40K; it's the insane per-SQUAD cost of specialists. Aieee!

 

I have to agree on 40K tending to feel like a skirmish game playing battles three times the size it was written for. Does anyone have a ruleset they like for 40+ figures and a handful of tanks? I Think Defiance: Vital Ground would do it as long as you laid off the elite-class troops, since it was designed for BIG skirmish at the outset... but does anyone use a 15mm or 6mm ruleset for 28mm 40K?

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Let me know if he does decide to get rid of them but from what I've heard , 5th Ed will greatly benefit Orks .

Shoot, ya beat me to the offer.

 

RT had kewler fluff than the modern incarnations of 40k - if 5th ed has the Empire losing, then it's really a return to the RT-era days, where not only was the Empire losing, it was doomed. Rt games were pretty freeform, and could be horribly unbalanced, but with the right group of players, it made for some great games and campaigns.

 

IMO, WFB was at its best in 3rd ed. That was the era of the Realms of Chaos books, the first seige book and castle, and formations like mixed ranks (units with 1/2 archers and 1/2 spear, for example), the square, the cavalry & archer wedge, shieldwall and tortoise.

 

(Now, I am not arguing that WFB3 or RT are really good choices for tourneys - both games had the potential for massive abuses. But, in a group of friends, they are great games.)

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More rumbles from the GW honchos. They gave a sort of Mea Culpa about doing splash releases, then ignoring a faction for 5+ years. The plan now is to give every faction new models and things more often. About time.

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